VoxelEngine/src/logic/scripting/lua/libs/libgeneration.cpp
2025-10-10 20:59:01 +10:00

109 lines
3.4 KiB
C++

#include "api_lua.hpp"
#include "io/io.hpp"
#include "io/util.hpp"
#include "coders/binary_json.hpp"
#include "world/Level.hpp"
#include "world/generator/VoxelFragment.hpp"
#include "content/ContentLoader.hpp"
#include "content/Content.hpp"
#include "content/ContentControl.hpp"
#include "engine/Engine.hpp"
#include "../lua_custom_types.hpp"
using namespace scripting;
static int l_save_fragment(lua::State* L) {
auto fragment = lua::touserdata<lua::LuaVoxelFragment>(L, 1);
auto file = lua::require_string(L, 2);
auto map = fragment->getFragment(0)->serialize();
auto bytes = json::to_binary(map, true);
io::write_bytes(file, bytes.data(), bytes.size());
return 0;
}
static int l_create_fragment(lua::State* L) {
auto pointA = lua::tovec<3>(L, 1);
auto pointB = lua::tovec<3>(L, 2);
bool crop = lua::toboolean(L, 3);
bool saveEntities = lua::toboolean(L, 4);
auto fragment =
VoxelFragment::create(*level, pointA, pointB, crop, saveEntities);
fragment->prepare(*content);
std::array<std::shared_ptr<VoxelFragment>, 4> fragmentVariants {
std::move(fragment)
};
for (size_t i = 1; i < 4; i++) {
fragmentVariants[i] = fragmentVariants[i - 1]->rotated(*content);
}
return lua::newuserdata<lua::LuaVoxelFragment>(
L, std::move(fragmentVariants)
);
}
static int l_load_fragment(lua::State* L) {
dv::value map;
if (lua::isstring(L, 1)) {
io::path path = lua::require_string(L, 1);
if (!io::exists(path)) {
throw std::runtime_error("file "+path.string()+" does not exist");
}
map = io::read_binary_json(path);
} else {
auto bytearray = lua::bytearray_as_string(L, 1);
map = json::from_binary(
reinterpret_cast<const ubyte*>(bytearray.data()), bytearray.size()
);
}
auto fragment = std::make_shared<VoxelFragment>();
fragment->deserialize(map);
fragment->prepare(*content);
std::array<std::shared_ptr<VoxelFragment>, 4> fragmentVariants {
std::move(fragment)
};
for (size_t i = 1; i < 4; i++) {
fragmentVariants[i] = fragmentVariants[i - 1]->rotated(*content);
}
return lua::newuserdata<lua::LuaVoxelFragment>(
L, std::move(fragmentVariants)
);
}
/// @brief Get a list of all world generators
/// @return A table with the IDs of all world generators
static int l_get_generators(lua::State* L) {
auto packs = content_control->getAllContentPacks();
lua::createtable(L, 0, 0);
for (const auto& pack : packs) {
auto pairs = ContentLoader::scanContent(pack, ContentType::GENERATOR);
for (const auto& [name, caption] : pairs) {
lua::pushstring(L, caption);
lua::setfield(L, name);
}
}
return 1;
}
/// @brief Get the default world generator
/// @return The ID of the default world generator
static int l_get_default_generator(lua::State* L) {
// content is not initialized yet
auto combined = engine->getResPaths().readCombinedObject(
EnginePaths::CONFIG_DEFAULTS.string()
);
return lua::pushstring(L, combined["generator"].asString());
}
const luaL_Reg generationlib[] = {
{"create_fragment", lua::wrap<l_create_fragment>},
{"save_fragment", lua::wrap<l_save_fragment>},
{"load_fragment", lua::wrap<l_load_fragment>},
{"get_generators", lua::wrap<l_get_generators>},
{"get_default_generator", lua::wrap<l_get_default_generator>},
{NULL, NULL}
};